I just have one question about Face data needing to skip so many bytes (for example 36 in the previous examples). Is that not some what wasteful? or is other data naturally stored in between the indices.

As for the animation file: there are floats stored in this space. But it's not clear whether it's a mesh with face indices at file's end. That was just a suggestion.

Quote:

Lastly just based on general experience do you know of any file formats that has a bunch of float mostly 1's (00 00 80 3F)

It's not uncommon. Just search any given model for them. You'll find lots of 1's being contained.

After reviewing the 360 release for this game i found out that the files i mistakened for animation files were not animationsThe were called .ref and just seem to be skeleton files.

I found the animation files .key (key for keyframe) and was able to decipher their structure

Code:

#region support structures//I don't understand the need for the constant value after the key when key could have just been made an integer//I don't understand why there are 2 floating values eitherpublic struct KeyFrame{ public ushort key; public ushort const0; //548 = 24 02h public float f0; public float f1;}

public struct Channel{ public ushort frameCount; //number of frames public ushort unkn0; //260,261,262.... for 6ers: first batch 256,257,258 public List<KeyFrame> frame; // [frameCount]}

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